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View Full Version : New list for Alecta to consider


Silikten
10-28-2013, 03:52 PM
Non rapture mezzes landing on 100+mr

Snares landing on 130+mr

jeffd
10-28-2013, 04:07 PM
hey it's this thread again

Andis
10-28-2013, 04:09 PM
imo they gotta happen at some point - with current changes, roots snares hardly land

freez
10-28-2013, 04:10 PM
wait you want mezzes to be useless again in pvp post 50?


naw

Colgate
10-28-2013, 04:12 PM
if i get tashed i have less than 100 MR

grimtoad's video is a pretty good representation of what happens when a bard feels like mezzing you

Andis
10-28-2013, 04:12 PM
bards still running around OP

can ae mez and one more stun I think lands all the time.

fix this

someone pls post grims video

Retti_
10-28-2013, 04:12 PM
If u can cast mez u can also cast tash

Or did class get reworked? Haven't played ench lately.

freez
10-28-2013, 04:13 PM
fix bard mex then leave chanters alone

freez
10-28-2013, 04:14 PM
50% of nihilum will be breaking over 100mr with tash and gmr dispelled


f00k u

Retti_
10-28-2013, 04:14 PM
Was pillage and tash removed from game? Any enchanters around I'm curious if class was reworked?

freez
10-28-2013, 04:14 PM
50% of nihilum will be breaking over 100mr with tash and gmr dispelled


f00k u

Retti_
10-28-2013, 04:15 PM
What raid loot will help me break 100 mr I need dat

freez
10-28-2013, 04:15 PM
retti im not worried about your characters. I can mez those. im talking about nizzars, ordagas, tunes, battles, hectorchrists, should I keep going?

Retti_
10-28-2013, 04:16 PM
My warrior is like 180 mr w jac rings and mith arms and legs not srsurfisrs

runlvlzero
10-28-2013, 04:22 PM
Yeah, I can not confirm but is SK snare supposed to be ultrapowerful as well?

freez
10-28-2013, 04:26 PM
don't think it should land half as often

honestly necro line snare shouldn't land past 70mr at 45+

Retti_
10-28-2013, 04:31 PM
Should make freez developer imo hes full of insight

freez
10-28-2013, 04:34 PM
yaw id prob make chanter nukes unresistable

and aoe stuns'

whirl

mez's too

strip removes 12 buffs, 1 sec cast

Dullah
10-28-2013, 04:40 PM
Any double resist check spell (darkness line) should be ez as fuck to resist. Same with stuns with damage.

Dont remember being bard mezed in this era, but stripped with tash wasn't uncommon for mez to land. My enc buddy said other than bards, he never had to use rapture. Assuming that was because most people didn't exceed 100MR, mez probably shouldn't ever land over 125-150mr (unless rapture).

lite
10-28-2013, 04:59 PM
I would suck some major dick for track to be fixed. As of right now the only thing track is good for is so you know there's someone near by ..... OR There was RECENTLY someone nearby.

Lionfish Roundup
10-28-2013, 07:19 PM
variance

runlvlzero
10-28-2013, 07:20 PM
variance

Simulated patch days.

Andis
10-28-2013, 08:06 PM
I would suck some major dick for track to be fixed. As of right now the only thing track is good for is so you know there's someone near by ..... OR There was RECENTLY someone nearby.

Giovanni
10-28-2013, 08:31 PM
Video of bard resists for those who are asking:

http://www.youtube.com/watch?v=aiB9LQzeRK0&feature=c4-overview&list=UUqYgHY9ipKUWKv5x7u4JSlQ

Ancient lullaby of shadow and the AA below were both HUGE upgrades in pvp for bards on live. With the way resists work on here, they really aren't needed.

Do I have perfect Crown of Rile MR gear on in this video? No. However, I am wearing MR in every slot I possibly can including wearing the +10 magic resist sarnak bp instead of a fungi tunic. Even so, I can't even get a crimson pot off for 5+ mins.

Silikten
10-28-2013, 08:51 PM
Track is fine, not sure the complaint. It shows proper range and updates position soon as sync. Track is as good as it was on live.

Any non rapture mez should be 1/100 on 100+mr. Just because you feel like you should be able to use a lvl 4 or 12 mez pvp with low mana cost doesn't make it correct.

Rapture is the only mez used in pvp unless Tashed and/or malo'd. As it stands, it is easy to attain 130mr on any class with proper sacrifices to other things such as HP/FR/CR. That is the trade off to not being rooted, snared, or mezzed.

Giovanni
10-28-2013, 08:52 PM
Also, fufils takes off -30 mr with epic and more with drum.

Silikten
10-28-2013, 08:52 PM
Variance is not going to happen already stated by GMs.

Will update list as soon as solid data is provided pals.

As it stands: Snare landing on 150MR and mez landing on 100mr+ confirmed by video (I have had it land on 150mr as well).

Silikten
10-28-2013, 08:53 PM
Also, fufils takes off -30 mr with epic and more with drum.

A bard can lower MR by 90 with proper debuffs, but it will not allow a mez to hold, only interrupt then break.

Alecta
10-28-2013, 10:41 PM
Always open to input, but just a reminder that I have PvP: Prioritized Agenda / Known Issues (http://www.project1999.org/forums/showthread.php?t=124319) posted.

4.2 - Revisit snares, mezzes, stuns, debuffs should have the OP covered.

But I will monitor this thread for anything else that pops up. (Getting caught up after a week out)

Lowlife
10-28-2013, 11:33 PM
Welcome back from your vacation Alecta

Lionfish Roundup
10-29-2013, 12:34 AM
variance

runlvlzero
10-29-2013, 12:34 AM
Always open to input, but just a reminder that I have PvP: Prioritized Agenda / Known Issues (http://www.project1999.org/forums/showthread.php?t=124319) posted.

4.2 - Revisit snares, mezzes, stuns, debuffs should have the OP covered.

But I will monitor this thread for anything else that pops up. (Getting caught up after a week out)

Thanks so much for keeping us informed =)

lite
10-29-2013, 12:57 AM
simulated patch days as agreed upon by all 4 participants during the meeting would be great. 5th week Venril Sathir is about to spawn at 6 am, and nihilum only ones setting their alarm clocks for that shit.

Bamz4l
10-29-2013, 12:58 AM
Any double resist check spell (darkness line) should be ez as fuck to resist. Same with stuns with damage.

Dont remember being bard mezed in this era, but stripped with tash wasn't uncommon for mez to land. My enc buddy said other than bards, he never had to use rapture. Assuming that was because most people didn't exceed 100MR, mez probably shouldn't ever land over 125-150mr (unless rapture).

darknesses don't have an initial dmg (nuke) component, like stuns do. I call BS on darkness's being considered double

Bamz4l
10-29-2013, 01:01 AM
Always open to input, but just a reminder that I have PvP: Prioritized Agenda / Known Issues (http://www.project1999.org/forums/showthread.php?t=124319) posted.

4.2 - Revisit snares, mezzes, stuns, debuffs should have the OP covered.

But I will monitor this thread for anything else that pops up. (Getting caught up after a week out)

please add to your list a fix to the Track skill, for tracking other players!

Lowlife
10-29-2013, 11:18 AM
+/- 4 Level PVP

Simulated Patch Day

Hardcoded Teams

Colgate
10-29-2013, 11:48 AM
darknesses don't have an initial dmg (nuke) component, like stuns do. I call BS on darkness's being considered double

spells with multiple components should be easier to resist, since the spell has to pass a resist check for each component in order to land

darkness line has 2 components: the DoT and the snare

this is why spells like denon's bereavement weren't used much on live, despite people not typically having a ton of poison resist

denon's bereavement has the stun component, the DoT component, and the -MR component, so it would have to pass 3 resist checks for one cast, making it highly unreliable

Retti_
10-29-2013, 11:57 AM
simulated patch days as agreed upon by all 4 participants during the meeting would be great. 5th week Venril Sathir is about to spawn at 6 am, and nihilum only ones setting their alarm clocks for that shit.

your other thread said server was down because rogean was putting timers back for you

:confused::confused::confused:

Dullah
10-29-2013, 12:58 PM
darknesses don't have an initial dmg (nuke) component, like stuns do. I call BS on darkness's being considered double

Think you're right, but regardless it never landed on live. Should be moved right in line with all other impairment spells as root currently is.

Dullah
10-29-2013, 01:03 PM
Another thing needing looking into, this "chance to land" thing I keep hearing about.

There was no such thing on live. It was actually quite the opposite. In classic eq pvp, there was a somewhat likely chance to completely resist any spell (other than those flagged unresistable). You could resist spells 100% of the time with the proper resists, so this chance to land stuff is bunk.

Retti_
10-29-2013, 01:11 PM
I think its added to combat the knowledge base since otherwise wed be immune to casters mostly

Dullah
10-29-2013, 01:53 PM
Nope, not saying that, but I'm using the classic mechanics as a point of reference. There are some exceptions to that though. Impairment spells should be completely resistable given the proper saves. Spells on live that had a chance to land even with really high resists (dots, some nukes) should be adjusted taking into consideration the accessibility of gear and player knowledge.

I believe the curve should be placed in between what it is now and classic.

Dullah
10-29-2013, 01:56 PM
Also, you do realize in kunark a group of 6 has access to all the resist gear nihilum uses with the exception of a couple items off phara dar.

Not sure if dumb or retarded.

Pudge
10-29-2013, 03:01 PM
I need to get me some nilly gear so I can 6-man myself some dragon hero bracer

Silikten
10-29-2013, 03:48 PM
spells with multiple components should be easier to resist, since the spell has to pass a resist check for each component in order to land

darkness line has 2 components: the DoT and the snare

this is why spells like denon's bereavement weren't used much on live, despite people not typically having a ton of poison resist

denon's bereavement has the stun component, the DoT component, and the -MR component, so it would have to pass 3 resist checks for one cast, making it highly unreliable

The -mr component is passive. Not sure why it would have to pass another check. It's a side effect from the dot. Just like the other 3 dots bards get that passively reduce respective resists. I don't think it is along the same lines as malo. At least, that wouldn't make sense due to it being a completely different spell.

Colgate
10-29-2013, 04:21 PM
that may be true, was assuming it was another check since spells like malo have a resist check(not the level 60 versions)

Dullah
10-29-2013, 05:14 PM
Think its double check when its immediate dmg + impairment affect.

Lionfish Roundup
10-29-2013, 06:42 PM
variance

Alecta
10-29-2013, 07:07 PM
variance

Won't make it on the dev priority list, because there's nothing to code on that front as of last patch.

The server administrators (Nilbog/Rogean) can flip variance on or off on the PvP servers if they decided to without a patch.

They've decided not to, so it falls into the same category as duck casting.

Technique
10-29-2013, 07:09 PM
Another thing needing looking into, this "chance to land" thing I keep hearing about.

There was no such thing on live.

Spells now have a minimum chance of landing of 5%, up from 2%.http://www.tski.co.jp/baldio/patch/20040811.html

Dullah
10-29-2013, 09:00 PM
http://www.tski.co.jp/baldio/patch/20040811.html

Thanks for that update from 2004...

Back in 1999-2001 when EQ was actually a fun game to play, it didn't work that way.

SamwiseRed
10-29-2013, 09:05 PM
holy shit, variance a terrible idea. at least with the current system you KNOW when the mobs is gonna spawn. ya you may be outzerged or whatnot but its still better than having to have a tracker and everyone on standby. fuck that.

Lionfish Roundup
10-29-2013, 10:01 PM
Won't make it on the dev priority list, because there's nothing to code on that front as of last patch.

The server administrators (Nilbog/Rogean) can flip variance on or off on the PvP servers if they decided to without a patch.

They've decided not to, so it falls into the same category as duck casting.

duck casting isn't keeping people from playing here like variance is

this is the single most important factor of reds failure, and exactly why they wont put it in because nihilum does not want it

because it will crush them and make red99 fun

Lowlife
10-29-2013, 10:10 PM
simulated patchdays.

Dullah
10-29-2013, 10:12 PM
duck casting isn't keeping people from playing here like variance is

this is the single most important factor of reds failure, and exactly why they wont put it in because nihilum does not want it

because it will crush them and make red99 fun

Variance was a solution for servers lacking the mechanics to truly compete, ie. pvp.

Take your blue philosophies back to wow and ff14 nerd.

Zalaerian
10-29-2013, 10:30 PM
Variance was a solution for servers lacking the mechanics to truly compete, ie. pvp.

Take your blue philosophies back to wow and ff14 nerd.

WoW more red than Red99

Dullah
10-29-2013, 11:47 PM
Ya, a game where progression is completely uncontested and can be completed by anyone of any level of dedication is much more challenging and "red" than an EQ pvp server.

huuurrrrrr

runlvlzero
10-30-2013, 12:13 AM
Ya, a game where progression is completely uncontested and can be completed by anyone of any level of dedication is much more challenging and "red" than an EQ pvp server.

huuurrrrrr

wow is an arena game with instances and pay2win

Technique
10-30-2013, 02:52 AM
Thanks for that update from 2004...

Back in 1999-2001 when EQ was actually a fun game to play, it didn't work that way.The note was indicating a change to a previously existing value. Given that there's no mention of adding a "chance to land" in the patch notes from the intervening years and also changes in this patch being made to long-standing "bugs" such as:
Zoning with low health will no longer set your hit points equal to the amount of +HP gear you are wearing.I think it's safe to say that it had worked this way for a long time already.

But we should probably just defer to your baseless assumptions and time-clouded anecdotes, huh.

Dullah
10-30-2013, 03:31 AM
I think it's safe to say that it had worked this way for a long time already.

But we should probably just defer to your baseless assumptions and time-clouded anecdotes, huh.

Your opinion is a blind assumption on how things worked during classic EQ (99-01) based on a patch note from almost 3 years afterward. Nothing about that patch note lends to the belief that spells had a fix chance to land for a long duration of time prior to the patch note. For all we know, it had been set to 2% in the previous patch.

As someone with extensive experience during this era (and this era alone), I consider the fact that I resisted impairment spells 100% of the time with less than 100 MR evidence that the 2% rule did not exist at the time. My opinion has been further collaborated for years on these forums with other players from that era.

Assume harder.